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Intensive Introduction to Computer Science Course Overview Programming in Scratch Computer Science S-111 Harvard University David G. Sullivan, Ph.D. Unit 1, Part I Welcome to CS S-111! Computer science is not so much the science of computers as it is the science of solving problems using computers. Eric Roberts This course covers: the process of developing algorithms to solve problems the process of developing computer programs to express those algorithms • fundamental data structures for imposing order on a collection of information the process of comparing data structures & algorithms for a given problem
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Intensive Introduction to Computer Science Course Overview ...

Dec 25, 2021

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Page 1: Intensive Introduction to Computer Science Course Overview ...

Intensive Introduction to Computer Science

Course OverviewProgramming in Scratch

Computer Science S-111Harvard University

David G. Sullivan, Ph.D.

Unit 1, Part I

Welcome to CS S-111!

Computer science is not so much the science of computers as it is the science of solving problems using computers.

Eric Roberts

• This course covers:

• the process of developing algorithms to solve problems

• the process of developing computer programs to express those algorithms

• fundamental data structures for imposing order on a collection of information

• the process of comparing data structures & algorithms for a given problem

Page 2: Intensive Introduction to Computer Science Course Overview ...

Computer Science and Programming

• There are many different fields within CS, including:

• software systems

• computer architecture

• networking

• programming languages, compilers, etc.

• theory

• AI

• Experts in many of these fields don’t do much programming!

• However, learning to program will help you to develop ways of thinking and solving problems used in all fields of CS.

A Rigorous Introduction

• Intended for:• future concentrators who plan to take more

advanced courses• others who want a rigorous introduction• no programming background required,

but can also benefit people with prior background

• Allow for 20-30 hours of work per week• start work early!• come for help!• don't fall behind!

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CS 111 Requirements

• Lectures and sections

• attendance at both is required

• Ten problem sets (40%)

• part I = "written" problems

• part II = "programming" problems

• grad-credit students will have extra work on most assts.

• Four unit tests (25%)

• given at the end of lecture (see the schedule)

• Final exam (35%)

• Friday, August 6

Textbooks

• Required: The CSCI S-111 Coursepack

• contains all of the lecture notes

• print it and mark it up during lecture

• Optional resource for the first half:Building Java Programs by Stuart Reges and Marty Stepp(Addison Wesley).

• Optional resource for the second half:Data Structures & Algorithms in Java, 2nd editionby Robert Lafore (SAMS Publishing).

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Course Staff

• Instructor: Dave Sullivan

• Teaching Assistant (TA): Ashby Hobart

• See the course website for contact info. and office hours

• Piazza is your best bet for questions.

• For purely administrative questions: [email protected]

• will forward your email to the full course staff

Other Details of the Syllabus

• Schedule:

• note the due dates and test dates

• no lectures or sections on most Wednesdays• exceptions: July 7 (July 5 is off), July 14 (July 16 is off),

August 4 (August 5 is off)

• Policies:

• 10% penalty for submissions that are one day late

• please don't request an extension unless it's an emergency!

• grading

• Please read the syllabus carefully and make sure that you understand the policies and follow them carefully.

• Let us know if you have any questions.

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Algorithms

• In order to solve a problem using a computer, you need to come up with one or more algorithms.

• An algorithm is a step-by-step description of how to accomplish a task.

• An algorithm must be:

• precise: specified in a clear and unambiguous way

• effective: capable of being carried out

Programming

• Programming involves expressing an algorithm in a form that a computer can interpret.

• We will primarily be using the Java programming language.

• one of many possible languages

• The key concepts of the course transcend this language.

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What Does a Program Look Like?

• Here's a Java program that displays a simple message:

public class HelloWorld {public static void main(String[] args) {

System.out.println("hello, world");}

}

• Like all programming languages, Java has a precise set of rules that you must follow.

• the syntax of the language

• To quickly introduce you to a number of key concepts,we will begin with a simpler language.

Scratch

• A simple but powerful graphical programming language

• developed at the MIT Media Lab

• makes it easy to create animations, games, etc.

Page 7: Intensive Introduction to Computer Science Course Overview ...

Scratch Basics

• Scratch programs (scripts) control characters called sprites.

• Sprites perform actions and interact with each other on the stage.

drag building blocks here to create scripts

the stage

buildingblocks

forprograms/

scripts

Program Building Blocks

• Grouped into color-coded categories:

• The shape of a building block indicates where it can go.

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Program Building Blocks: Statements

• Statement = a command or action

• Statements have bumps and/or notches that allow you to stack them.

• each stack is a single script

• A statement may have:

• an input area that takes a value (10, 1, etc.)

• a pull-down menu with choices (meow)

Program Building Blocks: Statements (cont.)

• Clicking on any statement in a script executes the script.

• When rearranging blocks, dragging a statement drags it and any other statements below it in the stack.

• example: dragging the wait command below

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Flow of Control

• Flow of control = the order in which statements are executed

• By default, statements in a script are executed sequentially from top to bottom when the script is clicked.

• Control blocks (gold in color) allow you to affect the flow of control.

• simple example: the wait statement above pauses the flow of control

Flow of Control: Repetition

• Many control statements are C-shaped, which allows themto control other statements.

• Example: statements that repeat other statements.

• Drag statements inside the opening to create a repeating stack.

• In programming, a group of statements that repeatsis known as a loop.

forms

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Flow of Control: Responding to an Event

• Hat blocks (ones with rounded tops) can be put on top of a script.

• They wait for an event to happen.

• when it does, the script is executed

What Does a Program Look Like?

• Recall our earlier Java program:

public class HelloWorld {public static void main(String[] args) {

System.out.println("hello, world");}

}

• Here's the Scratch version … and here's the result:

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Stage Coordinates

• Dimensions: 480 units wide by 360 units tall

• Center has coordinates of 0, 0

What does this program draw?

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How many changes would be needed to draw this figure instead? (What are they?)

How could we draw this figure?

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Flow of Control: Repeating a Repetition!

• One loop inside another loop!

• known as a nested loop

• How many times is the move statement executed above?

Making Our Program Easier to Change

• It would be nice to avoid having to manually change all of the numbers.

• Take advantage of relationships between the numbers.

• what are they?

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Program Building Blocks: Variables

• A variable is a named location in the computer's memorythat is used to store a value.

• Can picture it as a named box:

• To create a variable:

Using Variables in Your Program

note: you must drag a variable into place, not type its name

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Program Building Blocks: Operators

• Operators create a new value from existing values/variables.

Our Program with Variables and Operators

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Getting User Input

• Use the ask command from the sensing category.

• The value entered by the user is stored in the special variable answer, which is also located in the sensing category.

• Allowing the user to enternumSides and numCopies:

Program Building Blocks: Boolean Expressions

• Blocks with pointed edges produce boolean values:

• true or false

• Boolean operators:

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Flow of Control: Conditional Execution

• conditional execution = deciding whether to execute one or more statements on the basis of some condition

• There are C-shaped control blocks for this:

• They have an input area with pointed edges for the condition.

Flow of Control: Conditional Execution (cont.)

• If the condition is true:

• the statements under the if are executed

• the statements under the else are not executed

• If the condition is false:

• the statements under the if are not executed

• the statements under the else are executed

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How can we deal with invalid user inputs?

More Info on Scratch

• We're using the latest version:

https://scratch.mit.edu/projects/editor

• Creating a Scratch account is not required for this course.

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Final version

• We use two if-else statements tocheck for invalid inputs:

• one checks for numSides < 3

• one checks for numCopies < 1

• If an invalid input is found, we:

• show the sprite

• have the sprite say an error message

• end the program

• Otherwise, we continue with the restof the program.